public static void AddStatsToCalculationValues(CombatEntity thisEntity, Dictionary <string, uint> calculationValues) { foreach (var entry in thisEntity.stats) { calculationValues.Add(entry._name, entry._value); } }
// Make Private public static void requestValuesIn(CombatEntity thisEntity) { foreach (var value in thisEntity.stats) { Console.Write(value._questionForUser); //ask the user this Stat's question string userResponse = Console.ReadLine(); //read the user's response value._value = UintValidator.ValidateUint(userResponse, value._questionForUser, value._isZeroPermitted); //validate response and set the stat value accordingly } }
// Make Private public static void requestFlagsIn(CombatEntity thisEntity) { foreach (var flag in thisEntity.flags) { Console.Write(flag._questionForUser); //ask the user this flag's question string userResponse = Console.ReadLine(); //read the user's response flag._ignoresStat = BoolValidator.ValidateBool(userResponse, flag._ignoresStat); //validate response and set the flag T/F accordingly } }
public static void RequestValuesOf(CombatEntity thisEntity) { requestFlagsIn(thisEntity); //request and validate user input related to the CombatEntity's Flags. Set values based on that data requestValuesIn(thisEntity); //request and validate user input related to the CombatEntity's Stats. Set values based on that data }
public static void createCalculationValues(CombatEntity thisAttack, CombatEntity thisTarget, Dictionary <string, uint> calculationValues) { addStat(thisAttack, calculationValues); addStat(thisTarget, calculationValues); }